Format for this page:


Proposed by:
Spell Title:
Exceptions:
Duration:
Range:
Counter Spell:
Special Notes:
Description:
Purchase Point Costs: [for example] A:1, Dx:n/a, Dv:4, E:9, H:2, R:5, S:n/a, T:3
[That's Alchemy, Death, Divine, Elemental, Herbalism, Restorative, Summoning, and True]
OOG Comments from Proposer: [keep them brief. Longer conversation should move to the discussions area]



Proposed by: Constance
Spell Title: Rust
Exceptions: Will not work on Leather Armor
Duration: Instant
Range: Touch
Counter Spell: repair weapon/shield, repair armor
Description: The Alchemist creates a potent potion or powder that eats away metal. When used against a weapon or (metal) shield this has the same effect as "Break Weapon" and renders the target item 'broken'. The item can be repaired by a skilled craftsman or by use of the appropriate Repair spell. When used against metal armor the potion eats away at 1 AP. It has no effect on leather, hide or flesh. Armor so damaged can be repaired by a skilled craftsman or by use of the appropriate Repair Spell.

PP Cost: A:6, Dx:n/a, Dv:n/a, E:n/a, H:8, R:n/a, S:n/a, T:n/a
OOG Comments from Constance: This seems pretty well received by the Forum crew. The potion only works on Chain armor or higher and would not work on 'naturally' armored NPCs and PCs. The break weapon aspect is pretty powerful but we have the same thing as a spell don't we?



Proposed by: Constance
Spell Title: Armor Polish
Exception: Each suit of armor can be effected only once per day.
Duration: instant
Range: Touch
Counter Spell: Break Weapon/Shield, Rust
Special Notes: None
Description: The herbalist creates an all natural salve that hardens leather and toughens metal. It adds 1 additional temporary AP. This lasts for 24 hours until used, at which time the armor reverts to its natural AP value. Characters with Armor Polish cannot exceed the 10 HP rule.

Example: Reginald has plate armor, to which Danyielle the herbalist applies armor polish. Not only does Reginald's breastplate shine *ting* but it is a bit sturdier and can take one additional hit. Instead of 3 AP it is now worth 4. After a fight in which his armor is damaged to 0 AP, Reginald repairs his breastplate back to good condition. It only goes back to 3 AP and cannot be polished (and enchanced to 4 AP) again until the next day.

PP Cost: A:8, Dx:n/a, Dv:n/a, E:n/a, H:6, R:n/a, S:n/a, T:n/a
OOG Comments from Constance: Again, well liked by the Forum crew.


Proposed by: Mike A
Spell Title: Elemental Transport
Exception: None
Pre-requisite: None
Duration: Thirty seconds
Range: Caster only
Marker: Both a blue and green cloths, approximately 18” square
Required Component: None
Counter Spell: None
Special Notes: None

Description: The caster can enter a tree, rock, fire, or body of water, and, for the duration, can move to a second item of the same kind, and emerge. During the transit, the caster is invisible, intangible, and untraceable. The caster must hold the marker above their head for the length of the transit.

The object that the caster enters must be large enough to open an imaginary trap door that will fit the caster. This does not include such things as bushes, but would include a two-foot diameter puddle. The caster can move from living tree to living tree, rock to rock, fire to fire, or water to water. They cannot move from one type to another (no tree to fire, etc.) The caster may reemerge from the same spot that they entered.

The caster must arrive at a destination object within the duration (thirty seconds). If they do not, or, they fail to hold the marker above their head during the transit, they immediately reappear wherever they are, at zero body points, unconscious for five minutes. (This is caused by the elements rejecting you, like a bad transplant…pun intended.)

Note: When moving from fire to fire, please remember that you the player are not flameproof, and, a modicum of role-playing should be involved. (In sooth, I just appeared inside the fire pit, and quickly stepped out!)

Purchase Cost: A:n/a, Dx:n/a, Dv:n/a, E:3, H:n/a, R:n/a, S:n/a, T:8

OOG Comments from Mike A: Diviners who worship a Nature Deity could special stuff access to this spell. Also, if implemented, TELEPORT should be reworked so that its more expensive for elementalists than is this spell. An "Air" elementalist could then special-stuff cheaper access to TELEPORT by rejecting access to this one. This spell has been play-tested extensively by Connor MacLoren, and works nicely in and out of game.



Proposed by: Mike A
Spell Title: Body Magik (working title, needs a better name)
Exception: 1x/day
Pre-requisite: None
Duration: Ten minutes
Range: Touch
Marker: None
Required Component: None
Counter Spell: Dispel Magik
Special Notes: None

Description: For the duration, any spells cast by the target use body points, rather than casting points as the energy. This spell will allow, in theory, a character at maximum to cast first nine spells (nine casting points), then Body Magik (one casting point), then up to five more spells (five body points). The final spell will, of course, cause the mage to reach zero body points, and fall unconscious.

Targets who are or become injured during the spell’s duration will of course be unable to use the lost BP’s. The Target can only use body points that they currently have.

Body points lost through the use of the spell can be regained through healing magik or rest, but not by characters with healing skills.

Purchase Cost: A:n/a, Dx:10, Dv:8, E:6, H:n/a, S:n/a, R:6, T:10
OOG Comments from Mike A: Evil and theory guys have it toughest; body and nature have it easiest. This seems like it should be a really advanced spell? I am considering this for part of a mage that is more D&D Monk than Wizard. Fight with a staff, use your body's force, etc...



Proposed by: Mike A
Spell Title: Summoned Weapon
Exception: None
Pre-requisite: None
Duration: Five Minutes
Range: Caster only
Marker: An approved campaign weapon.
Required Component: None
Counter Spell: Banish (see below)
Special Notes: None

This spell allows the caster to summon a weapon composed entirely of magikal energy. The weapon will appear completely normal to the unaided eye. It can be used in melee to attack, defend, parry, and block. The summoned weapon causes one point of damage per strike, and does affect creatures that are immune to non-magikal weapons.

The caster must choose the type of weapon at the time of purchase. Each weapon type must be purchased separately. (The downside is carrying more than one marker-weapon around with you.)

The marker-weapon must be labeled in some way with yellow that it is an OOG device until such a time that you summon it. Then, the yellow OOG label needs to come off, for the duration of the spell. (Maybe a yellow over-sock for the blade that you can pull off?)

If at any point the summoned weapon loses contact with the caster, it dissipates. The summoned weapon can slip or get knocked from your hand, fumbled, etc.

Dispel Magik has no effect on the summoned weapon.

Purchase Costs: A:n/a, Dx:n/a, Dv:n/a, E:n/a, H:n/a, R:n/a, S:6, T:n/a
OOG Comments by Mike A: none



Proposed by: Mike A
Spell Title: Summoned Item
Exception: None
Pre-requisite: None
Duration: Five Minutes
Range: Caster only
Marker: Whatever object is to be summoned.
Required Component: None
Counter Spell: Banish
Special Notes: None

This spell allows the caster to summon an item of their choosing. The item will appear, seeming as a real item, but will be composed completely of magikal energy. This spell allows the caster to summon an item that is no greater in size than one cubic foot (mass is irrelevant). This can be a mug, a wand, a small pillow, a stone, etc. The item cannot be something that is alive (no squirrels or bonsai trees, etc.)

The caster must be familiar with the item that they are summoning. Trying to summon an unique item without ever having seen the actual item, will produce a summoned item that looks something like, but not exactly like the original. This inexact-effect is left to the honesty of the caster. Items that have magikal properties, such as the Godstone, can be summoned, but will have none of the magikal properties of the real thing.

The caster need not pre-select what items they are capable of summoning. However, the player must have the appropriate prop ready to be used. The prop item must be labeled in some way with yellow that it is an OOG device until such a time that you summon it. Then, the yellow OOG label needs to come off, for the duration of the spell.

If the item loses contact with the caster, the spell dissipates. The summoned weapon can slip or get knocked from your hand, fumbled, etc.

Dispel Magik has no effect on the summoned item.

Purchase Cost: A:n/a, Dx:n/a, Dv:n/a, E:n/a, H:n/a, R:n/a, S:2, T:n/a
OOG Comments by Mike A: none



Proposed by: Mike A
Spell Title: Banish
Exception: None
Pre-requisite: None
Duration: Instant
Range: Ten feet
Marker: None
Required Component: None
Counter Spell: None
Special Notes: Required casting time of thirty seconds.

This spell causes one summoned creature, item or weapon to be banished. The summoned target ceases to exist. This spell is not needed for a a summoner to banish their own creations.

Purchase Cost: A:n/a, Dx:n/a, Dv:n/a, E:n/a, H:n/a, R:n/a, S:4, T:8
OOG Comments by Mike A: none
OOG Comments by Devin: This appears to be a slightly more powerful (10' range instead of touch), less costly (4 PP for Summoners instead of 5) version of the DISCORPORATE spell currently listed in the beta-test Summoning Magik document, though the required 30-second casting time could conceivably balance that out? Personally, I'd prefer to have one or the other, but not both. Amendment, 1/24/11 - After discussion, dividing this into two spells, BANISH LESSER SUMMONED CREATURE and BANISH GREATER SUMMONED CREATURE, replacing the beta-test DISCORPORATE spell. Boosting PP cost to 4/8 for Summoners and 10/15 for True Mages.



Proposed by: Andrew G
Spell Title: AUGMENT UNDEAD
Exception: None
Pre-requisite: None
Duration: Instant
Range: Touch
Marker: None
Required Component: None
Counter Spell: None

Description: This spell allows the Caster to "augment" a single Undead once. Caster has the choice of ONE of the following Augments:
  • Undead may takes more complex commands
  • Undead may use a weapon
  • Undead may move faster than a shuffle (Please no sprinting Undead!)

Any additional Augments must be done to the Undead by another mage.

Purchase Cost: A:n/a, Dx:6, Dv:n/a, E:n/a, H:n/a, R:n/a, S:10, T:n/a
OOG Comments by Andrew G: none
OOG Comments by Constance C: This has been used in the past by NPCs for create 'badder' baddies. I don't see why it couldn't be in the hands of higher level casters, considering the number of 'advancements' in undead made recently in Xaria. *Ahem*





Proposed by: Mike A
Spell Title: Detect Damage
Exceptions: None
Duration: Instant
Range: Touch
Counter Spell: Feign Death, Conceal Aura
Special Notes: One target per casting
Description: This spell, once cast, reveals to the caster the exact nature of a physical injury to the Target. The damage can be caused by physical or magikal means, but must result in physical damage. A parasitic presence is considered a physical damage. Damage to the mind, and magikal injury without associated physical damage cannot be detected (PAIN spell, for instance).

Purchase Point Costs: [for example] A:n/a, Dx:n/a, Dv:3, E:5, H:n/a, R:2, S:n/a, T:7
[That's Alchemy, Death, Divine, Elemental, Herbalism, Restorative, Summoning, and True]
OOG Comments from Proposer: Thought this would be a great spell for the Restorative class mage. At the moment their ability to be diagnostic about INJRUY is very limited to whispering in the GM's ear, or just making stuff up.